Aug 16th 2011 9:40AM @ThatguyfromNZ
I used the entire raid's DPS because when you figure out how much extra boss health is "tacked on" by not DI-ing a DPS (in my case, an arcane mage) all that remains is to figure out how long it takes your raid to finish off that extra health, not the 1 player. Our raid doesn't stop DPSing and force our mage to kill the boss' 352k health solo just because it isn't their problem
I see what you're saying, that 1 decision can infer other decisions, but it's speculation on your part. Our raid does focus on things being as optimal as possible, with our comp generally covering all the bases minus pushback protection. I don't think that's too terrible for a 10 man comp that took "Bring the Player Not The Class" to heart and still progresses. I already demonstrated how little this 1 decision affects our boss kills, as a conscious decision... to extrapolate that into us essentially being a collection of half-wits is really just not cool.
On a Baleroc style fight where the DPS are generally quite maxed, we really do average over 100k raid DPS for the duration. The figure of 1224 from the DI chart represents that sort of fight. As raid DPS drops from fights with higher movement and mechanics, the theoretical DPS increase from DI can also drop.
Thanks for articulating another reason my decision isn't fool-hardy, though.
Aug 15th 2011 11:43PM @ThatguyfromNZ
I took the DPS gain of 1224, and multiplied it by 300 (The number of seconds in 5 minutes).
This gives us the figure of 367200, or the amount of health the boss would not lose over those 5 minutes if the DI isn't on my arcane mage.
If my raid is capable of 100k DPS total, then it will take my raid somewhere between 3 and 4 seconds to lop off that extra health.
Am I just goofing that up somehow?
Aug 15th 2011 9:35PM One final thought on the subject, I suppose.
Most of my opinion on the subject comes from the MMOChamp post by Gherkin, that rates all of the dps increases by class, of DI. In his post he agrees that if you aren't hitting enrage timers there is no pressing reason to give DI to a DPS over a healer.
And some rough napkin math, from my perspective. The chart ranks arcane mages with DI as giving the raid a net of 1224 for a demonology warlock (which we use). That means that over a 5 minute encounter we're giving up a total of 367,200 boss health that could have been eliminated.
Given that my raid's total DPS averages out to roughly 20k per person for a total of 100k raid DPS, that means not giving me DI drops the length of the fight by 3 seconds for every 5 minutes a fight lasts.
I just don't see that as a large enough gain to be worth giving up the DI so I can be called super leet.
Aug 15th 2011 8:14PM @ Sqt
Most of the time I'm the only person to put it on... like I said, a mage is the only other viable target sometimes.
To suggest that I don't gem and enchant my gear because I chose a specific playstyle that isn't 100% optimal under is absolutely laughable, and needlessly incendiary!
I don't FORCE my warlock to do anything, and I hardly think it's holding us back. Raid groups are designed to be able to down content without a warlock in the group (I didn't have one for all of T11) so to suggest that there is no way we're not struggling and being "held back" is ridiculous.
Most of my hostility at this point stems from the manner in which you've approached this entire subject. There is no one way to play this game, even at an end-game perspective. We're not looking for world first or even server first kills, and it works fine for us.
Stop jumping on someone for offering an alternative playstyle... I was under the assumption that most of the people on this blog that had something intelligent to contribute (which you guys do, btw) weer capable of doing it in a constructive and friendly environment. Oh well...
Aug 15th 2011 7:30PM I'm reading this as you guys (Tyler and Hollow) taking an elitist point of view of squeezing every tiny ounce out of every stone, which is fine.
My setup was good enough for a fair number of heroic encounters in T11 and continues to serve me in Firelands as well.
I'm merely offering an alternative playstyle, and supporting it with my experiences to show that it isn't totally bonkers. There is no need to be passive-aggressive in reply to what should be a friendly conversation, treating me like someone gemming spirit onto my feral DPS set.
Aug 15th 2011 6:26PM As an aside, I goofed in my math, it's 432 points of haste I don't have to gear for, not over 500.
Aug 15th 2011 6:15PM I am turning haste into intellect through gems. Hitting 1573 haste is much easier than 2005, allowing me to gem entirely for intellect. I've tried various methods of hitting the 2005 break-point without dumping a ton of gems towards it, and the only method of doing that is exactly what you just suggesting I was doing, using lower ilevel gear.
You seem to think that I am interested in HPS, when instead I am looking at total mana pool and regen. I'm GOING to hit the 21.4329% breakpoint whether I have DI or not, so taking it doesn't increase my HPS.
I also run in a 10 man environment, where there is no boomkin or shadow priest to take advantage of the buff. We have a mage, but his DPS is excellent (as is our entire groups) to the point where enrage timers really just aren't our primary concern.
I suppose that if your raid is having trouble meeting DPS requirements, giving it to a druid doesn't make a lot of sense.
Otherwise I feel like improving my healing performance (in terms of mana pool and return) is just as much a "group buff" as one person's DPS. It all depends on the point of view.
Final thought: I'm not advocating always giving the buff to a restoration druid. I stated before that it merely worth looking at and weighing.
Aug 15th 2011 4:22PM Re: Giving Dark Intent to healers
I play a restoration druid in a 10 man raid, and am lucky enough to receive both the raid-haste buff and DI. This allows me to hit an important haste break for my HoTs while saving me over 500 points of itemization I can throw at intellect and other stats that improve my performance. It's such a phenomenal boost to me.
Don't let a DPS class automatically take DI just because it boosts their numbers slightly; make certain to weigh the pros and cons of each individual application and then decide.
Aug 6th 2011 1:15PM Based on the portfolios of those recruited specifically for the project, I am betting on a Sci-Fi MMO of some type.
Aug 5th 2011 9:42AM It's worth noting that Zarhym stated that the nerf is related to the trinket performing higher than it's item level for both PVP and PVE alike; the problem was just more polarizing for PVP. They Devs are trying not to tolerate first tier items that outperform 2nd and 3rd tier items like they have in the past.